1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
4---------------------------------------------------------------------------
5
6Copyright (c) 2006-2024, assimp team
7
8All rights reserved.
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15 copyright notice, this list of conditions and the
16 following disclaimer.
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40*/
41
42/** @file config.h
43 * @brief Defines constants for configurable properties for the library
44 *
45 * Typically these properties are set via
46 * #Assimp::Importer::SetPropertyFloat,
47 * #Assimp::Importer::SetPropertyInteger or
48 * #Assimp::Importer::SetPropertyString,
49 * depending on the data type of a property. All properties have a
50 * default value. See the doc for the mentioned methods for more details.
51 *
52 * <br><br>
53 * The corresponding functions for use with the plain-c API are:
54 * #aiSetImportPropertyInteger,
55 * #aiSetImportPropertyFloat,
56 * #aiSetImportPropertyString
57 */
58#pragma once
59#ifndef AI_CONFIG_H_INC
60#define AI_CONFIG_H_INC
61
62// ###########################################################################
63// LIBRARY SETTINGS
64// General, global settings
65// ###########################################################################
66
67// ---------------------------------------------------------------------------
68/** @brief Enables time measurements.
69 *
70 * If enabled, measures the time needed for each part of the loading
71 * process (i.e. IO time, importing, postprocessing, ..) and dumps
72 * these timings to the DefaultLogger. See the @link perf Performance
73 * Page@endlink for more information on this topic.
74 *
75 * Property type: bool. Default value: false.
76 */
77#define AI_CONFIG_GLOB_MEASURE_TIME \
78 "GLOB_MEASURE_TIME"
79
80// ---------------------------------------------------------------------------
81/** @brief Global setting to disable generation of skeleton dummy meshes
82 *
83 * Skeleton dummy meshes are generated as a visualization aid in cases which
84 * the input data contains no geometry, but only animation data.
85 * Property data type: bool. Default value: false
86 */
87// ---------------------------------------------------------------------------
88#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
89 "IMPORT_NO_SKELETON_MESHES"
90
91// ###########################################################################
92// POST PROCESSING SETTINGS
93// Various stuff to fine-tune the behavior of a specific post processing step.
94// ###########################################################################
95
96// ---------------------------------------------------------------------------
97/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
98 *
99 * Meshes are split until the maximum number of bones is reached. The default
100 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
101 * compile-time.
102 * Property data type: integer.
103 */
104// ---------------------------------------------------------------------------
105#define AI_CONFIG_PP_SBBC_MAX_BONES \
106 "PP_SBBC_MAX_BONES"
107
108// default limit for bone count
109#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
110#define AI_SBBC_DEFAULT_MAX_BONES 60
111#endif
112
113// ---------------------------------------------------------------------------
114/** @brief Specifies the maximum angle that may be between two vertex tangents
115 * that their tangents and bi-tangents are smoothed.
116 *
117 * This applies to the CalcTangentSpace-Step. The angle is specified
118 * in degrees. The maximum value is 175.
119 * Property type: float. Default value: 45 degrees
120 */
121#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
122 "PP_CT_MAX_SMOOTHING_ANGLE"
123
124// ---------------------------------------------------------------------------
125/** @brief Source UV channel for tangent space computation.
126 *
127 * The specified channel must exist or an error will be raised.
128 * Property type: integer. Default value: 0
129 */
130// ---------------------------------------------------------------------------
131#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
132 "PP_CT_TEXTURE_CHANNEL_INDEX"
133
134// ---------------------------------------------------------------------------
135/** @brief Specifies the maximum angle that may be between two face normals
136 * at the same vertex position that their are smoothed together.
137 *
138 * Sometimes referred to as 'crease angle'.
139 * This applies to the GenSmoothNormals-Step. The angle is specified
140 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
141 * normals are smoothed). The maximum value is 175, too. Property type: float.
142 * Warning: setting this option may cause a severe loss of performance. The
143 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
144 * the output quality may be reduced.
145 */
146#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
147 "PP_GSN_MAX_SMOOTHING_ANGLE"
148
149// ---------------------------------------------------------------------------
150/** @brief Sets the colormap (= palette) to be used to decode embedded
151 * textures in MDL (Quake or 3DGS) files.
152 *
153 * This must be a valid path to a file. The file is 768 (256*3) bytes
154 * large and contains RGB triplets for each of the 256 palette entries.
155 * The default value is colormap.lmp. If the file is not found,
156 * a default palette (from Quake 1) is used.
157 * Property type: string.
158 */
159#define AI_CONFIG_IMPORT_MDL_COLORMAP \
160 "IMPORT_MDL_COLORMAP"
161
162// ---------------------------------------------------------------------------
163/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
164 * keep materials matching a name in a given list.
165 *
166 * This is a list of 1 to n strings, ' ' serves as delimiter character.
167 * Identifiers containing whitespaces must be enclosed in *single*
168 * quotation marks. For example:<tt>
169 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
170 * If a material matches on of these names, it will not be modified or
171 * removed by the postprocessing step nor will other materials be replaced
172 * by a reference to it. <br>
173 * This option might be useful if you are using some magic material names
174 * to pass additional semantics through the content pipeline. This ensures
175 * they won't be optimized away, but a general optimization is still
176 * performed for materials not contained in the list.
177 * Property type: String. Default value: n/a
178 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
179 * Material names are case sensitive.
180 */
181#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
182 "PP_RRM_EXCLUDE_LIST"
183
184// ---------------------------------------------------------------------------
185/** @brief Configures the #aiProcess_PreTransformVertices step to
186 * keep the scene hierarchy. Meshes are moved to worldspace, but
187 * no optimization is performed (read: meshes with equal materials are not
188 * joined. The total number of meshes won't change).
189 *
190 * This option could be of use for you if the scene hierarchy contains
191 * important additional information which you intend to parse.
192 * For rendering, you can still render all meshes in the scene without
193 * any transformations.
194 * Property type: bool. Default value: false.
195 */
196#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
197 "PP_PTV_KEEP_HIERARCHY"
198
199// ---------------------------------------------------------------------------
200/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
201 * all vertex components into the [-1,1] range. That is, a bounding box
202 * for the whole scene is computed, the maximum component is taken and all
203 * meshes are scaled appropriately (uniformly of course!).
204 * This might be useful if you don't know the spatial dimension of the input
205 * data*/
206#define AI_CONFIG_PP_PTV_NORMALIZE \
207 "PP_PTV_NORMALIZE"
208
209// ---------------------------------------------------------------------------
210/** @brief Configures the #aiProcess_PreTransformVertices step to use
211 * a users defined matrix as the scene root node transformation before
212 * transforming vertices.
213 * Property type: bool. Default value: false.
214 */
215#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
216 "PP_PTV_ADD_ROOT_TRANSFORMATION"
217
218// ---------------------------------------------------------------------------
219/** @brief Configures the #aiProcess_PreTransformVertices step to use
220 * a users defined matrix as the scene root node transformation before
221 * transforming vertices. This property correspond to the 'a1' component
222 * of the transformation matrix.
223 * Property type: aiMatrix4x4.
224 */
225#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
226 "PP_PTV_ROOT_TRANSFORMATION"
227
228// ---------------------------------------------------------------------------
229/** @brief Set epsilon to check the identity of the matrix 4x4.
230 *
231 * This is used by aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon).
232 * @note The default value is 10e-3f for backward compatibility of legacy code.
233 * Property type: Float.
234 */
235#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
236 "CHECK_IDENTITY_MATRIX_EPSILON"
237
238// default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
239#if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
240#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
241#endif
242
243// ---------------------------------------------------------------------------
244/** @brief Configures the #aiProcess_FindDegenerates step to
245 * remove degenerated primitives from the import - immediately.
246 *
247 * The default behaviour converts degenerated triangles to lines and
248 * degenerated lines to points. See the documentation to the
249 * #aiProcess_FindDegenerates step for a detailed example of the various ways
250 * to get rid of these lines and points if you don't want them.
251 * Property type: bool. Default value: false.
252 */
253#define AI_CONFIG_PP_FD_REMOVE \
254 "PP_FD_REMOVE"
255
256// ---------------------------------------------------------------------------
257/**
258 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
259 * triangle to be greater than e-6. If this is not the case the triangle will
260 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
261 */
262#define AI_CONFIG_PP_FD_CHECKAREA \
263 "PP_FD_CHECKAREA"
264
265// ---------------------------------------------------------------------------
266/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
267 * matching a name in a given list.
268 *
269 * This is a list of 1 to n strings, ' ' serves as delimiter character.
270 * Identifiers containing whitespaces must be enclosed in *single*
271 * quotation marks. For example:<tt>
272 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
273 * If a node matches on of these names, it will not be modified or
274 * removed by the postprocessing step.<br>
275 * This option might be useful if you are using some magic node names
276 * to pass additional semantics through the content pipeline. This ensures
277 * they won't be optimized away, but a general optimization is still
278 * performed for nodes not contained in the list.
279 * Property type: String. Default value: n/a
280 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
281 * Node names are case sensitive.
282 */
283#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
284 "PP_OG_EXCLUDE_LIST"
285
286// ---------------------------------------------------------------------------
287/** @brief Set the maximum number of triangles in a mesh.
288 *
289 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
290 * whether a mesh must be split or not.
291 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
292 * Property type: integer.
293 */
294#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
295 "PP_SLM_TRIANGLE_LIMIT"
296
297// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
298#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
299#define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
300#endif
301
302// ---------------------------------------------------------------------------
303/** @brief Set the maximum number of vertices in a mesh.
304 *
305 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
306 * whether a mesh must be split or not.
307 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
308 * Property type: integer.
309 */
310#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
311 "PP_SLM_VERTEX_LIMIT"
312
313// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
314#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
315#define AI_SLM_DEFAULT_MAX_VERTICES 1000000
316#endif
317
318// ---------------------------------------------------------------------------
319/** @brief Set the maximum number of bones affecting a single vertex
320 *
321 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
322 * @note The default value is AI_LMW_MAX_WEIGHTS
323 * Property type: integer.*/
324#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
325 "PP_LBW_MAX_WEIGHTS"
326
327// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
328#if (!defined AI_LMW_MAX_WEIGHTS)
329#define AI_LMW_MAX_WEIGHTS 0x4
330#endif // !! AI_LMW_MAX_WEIGHTS
331
332// ---------------------------------------------------------------------------
333/** @brief Lower the deboning threshold in order to remove more bones.
334 *
335 * This is used by the #aiProcess_Debone PostProcess-Step.
336 * @note The default value is AI_DEBONE_THRESHOLD
337 * Property type: float.*/
338#define AI_CONFIG_PP_DB_THRESHOLD \
339 "PP_DB_THRESHOLD"
340
341// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
342#if (!defined AI_DEBONE_THRESHOLD)
343#define AI_DEBONE_THRESHOLD 1.0f
344#endif // !! AI_DEBONE_THRESHOLD
345
346// ---------------------------------------------------------------------------
347/** @brief Require all bones qualify for deboning before removing any
348 *
349 * This is used by the #aiProcess_Debone PostProcess-Step.
350 * @note The default value is 0
351 * Property type: bool.*/
352#define AI_CONFIG_PP_DB_ALL_OR_NONE \
353 "PP_DB_ALL_OR_NONE"
354
355/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
356 */
357#ifndef PP_ICL_PTCACHE_SIZE
358#define PP_ICL_PTCACHE_SIZE 12
359#endif
360
361// ---------------------------------------------------------------------------
362/** @brief Set the size of the post-transform vertex cache to optimize the
363 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
364 *
365 * The size is given in vertices. Of course you can't know how the vertex
366 * format will exactly look like after the import returns, but you can still
367 * guess what your meshes will probably have.
368 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
369 * performance improvements for most nVidia/AMD cards since 2002.
370 * Property type: integer.
371 */
372#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
373
374// ---------------------------------------------------------------------------
375/** @brief Enumerates components of the aiScene and aiMesh data structures
376 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
377 *
378 * See the documentation to #aiProcess_RemoveComponent for more details.
379 */
380enum aiComponent {
381/** Normal vectors */
382#ifdef SWIG
383 aiComponent_NORMALS = 0x2,
384#else
385 aiComponent_NORMALS = 0x2u,
386#endif
387
388/** Tangents and bitangents go always together ... */
389#ifdef SWIG
390 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
391#else
392 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
393#endif
394
395 /** ALL color sets
396 * Use aiComponent_COLORn(N) to specify the N'th set */
397 aiComponent_COLORS = 0x8,
398
399 /** ALL texture UV sets
400 * aiComponent_TEXCOORDn(N) to specify the N'th set */
401 aiComponent_TEXCOORDS = 0x10,
402
403 /** Removes all bone weights from all meshes.
404 * The scenegraph nodes corresponding to the bones are NOT removed.
405 * use the #aiProcess_OptimizeGraph step to do this */
406 aiComponent_BONEWEIGHTS = 0x20,
407
408 /** Removes all node animations (aiScene::mAnimations).
409 * The corresponding scenegraph nodes are NOT removed.
410 * use the #aiProcess_OptimizeGraph step to do this */
411 aiComponent_ANIMATIONS = 0x40,
412
413 /** Removes all embedded textures (aiScene::mTextures) */
414 aiComponent_TEXTURES = 0x80,
415
416 /** Removes all light sources (aiScene::mLights).
417 * The corresponding scenegraph nodes are NOT removed.
418 * use the #aiProcess_OptimizeGraph step to do this */
419 aiComponent_LIGHTS = 0x100,
420
421 /** Removes all cameras (aiScene::mCameras).
422 * The corresponding scenegraph nodes are NOT removed.
423 * use the #aiProcess_OptimizeGraph step to do this */
424 aiComponent_CAMERAS = 0x200,
425
426 /** Removes all meshes (aiScene::mMeshes). */
427 aiComponent_MESHES = 0x400,
428
429 /** Removes all materials. One default material will
430 * be generated, so aiScene::mNumMaterials will be 1. */
431 aiComponent_MATERIALS = 0x800,
432
433/** This value is not used. It is just there to force the
434 * compiler to map this enum to a 32 Bit integer. */
435#ifndef SWIG
436 _aiComponent_Force32Bit = 0x9fffffff
437#endif
438};
439
440// Remove a specific color channel 'n'
441#define aiComponent_COLORSn(n) (1u << (n + 20u))
442
443// Remove a specific UV channel 'n'
444#define aiComponent_TEXCOORDSn(n) (1u << (n + 25u))
445
446// ---------------------------------------------------------------------------
447/** @brief Input parameter to the #aiProcess_RemoveComponent step:
448 * Specifies the parts of the data structure to be removed.
449 *
450 * See the documentation to this step for further details. The property
451 * is expected to be an integer, a bitwise combination of the
452 * #aiComponent flags defined above in this header. The default
453 * value is 0. Important: if no valid mesh is remaining after the
454 * step has been executed (e.g you thought it was funny to specify ALL
455 * of the flags defined above) the import FAILS. Mainly because there is
456 * no data to work on anymore ...
457 */
458#define AI_CONFIG_PP_RVC_FLAGS \
459 "PP_RVC_FLAGS"
460
461// ---------------------------------------------------------------------------
462/** @brief Input parameter to the #aiProcess_SortByPType step:
463 * Specifies which primitive types are removed by the step.
464 *
465 * This is a bitwise combination of the aiPrimitiveType flags.
466 * Specifying all of them is illegal, of course. A typical use would
467 * be to exclude all line and point meshes from the import. This
468 * is an integer property, its default value is 0.
469 */
470#define AI_CONFIG_PP_SBP_REMOVE \
471 "PP_SBP_REMOVE"
472
473// ---------------------------------------------------------------------------
474/** @brief Input parameter to the #aiProcess_FindInvalidData step:
475 * Specifies the floating-point accuracy for animation values. The step
476 * checks for animation tracks where all frame values are absolutely equal
477 * and removes them. This tweakable controls the epsilon for floating-point
478 * comparisons - two keys are considered equal if the invariant
479 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
480 * components. The default value is 0.f - comparisons are exact then.
481 */
482#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
483 "PP_FID_ANIM_ACCURACY"
484
485// ---------------------------------------------------------------------------
486/** @brief Input parameter to the #aiProcess_FindInvalidData step:
487 * Set to true to ignore texture coordinates. This may be useful if you have
488 * to assign different kind of textures like one for the summer or one for the winter.
489 */
490#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
491 "PP_FID_IGNORE_TEXTURECOORDS"
492
493// TransformUVCoords evaluates UV scalings
494#define AI_UVTRAFO_SCALING 0x1
495
496// TransformUVCoords evaluates UV rotations
497#define AI_UVTRAFO_ROTATION 0x2
498
499// TransformUVCoords evaluates UV translation
500#define AI_UVTRAFO_TRANSLATION 0x4
501
502// Everything baked together -> default value
503#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
504
505// ---------------------------------------------------------------------------
506/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
507 * Specifies which UV transformations are evaluated.
508 *
509 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
510 * property, of course). By default all transformations are enabled
511 * (AI_UVTRAFO_ALL).
512 */
513#define AI_CONFIG_PP_TUV_EVALUATE \
514 "PP_TUV_EVALUATE"
515
516// ---------------------------------------------------------------------------
517/** @brief A hint to assimp to favour speed against import quality.
518 *
519 * Enabling this option may result in faster loading, but it needn't.
520 * It represents just a hint to loaders and post-processing steps to use
521 * faster code paths, if possible.
522 * This property is expected to be an integer, != 0 stands for true.
523 * The default value is 0.
524 */
525#define AI_CONFIG_FAVOUR_SPEED \
526 "FAVOUR_SPEED"
527
528// ###########################################################################
529// IMPORTER SETTINGS
530// Various stuff to fine-tune the behaviour of specific importer plugins.
531// ###########################################################################
532
533// ---------------------------------------------------------------------------
534/** @brief Importers which parse JSON may use this to obtain a pointer to a
535 * rapidjson::IRemoteSchemaDocumentProvider.
536 *
537 * The default value is nullptr
538 * Property type: void*
539 */
540#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
541 "IMPORT_SCHEMA_DOCUMENT_PROVIDER"
542
543// ---------------------------------------------------------------------------
544/** @brief Set whether the fbx importer will merge all geometry layers present
545 * in the source file or take only the first.
546 *
547 * The default value is true (1)
548 * Property type: bool
549 */
550#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
551 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
552
553// ---------------------------------------------------------------------------
554/** @brief Set whether the fbx importer will read all materials present in the
555 * source file or take only the referenced materials.
556 *
557 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
558 *
559 * The default value is false (0)
560 * Property type: bool
561 */
562#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
563 "IMPORT_FBX_READ_ALL_MATERIALS"
564
565// ---------------------------------------------------------------------------
566/** @brief Set whether the fbx importer will read materials.
567 *
568 * The default value is true (1)
569 * Property type: bool
570 */
571#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
572 "IMPORT_FBX_READ_MATERIALS"
573
574// ---------------------------------------------------------------------------
575/** @brief Set whether the fbx importer will read embedded textures.
576 *
577 * The default value is true (1)
578 * Property type: bool
579 */
580#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
581 "IMPORT_FBX_READ_TEXTURES"
582
583// ---------------------------------------------------------------------------
584/** @brief Set whether the fbx importer will read cameras.
585 *
586 * The default value is true (1)
587 * Property type: bool
588 */
589#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
590 "IMPORT_FBX_READ_CAMERAS"
591
592// ---------------------------------------------------------------------------
593/** @brief Set whether the fbx importer will read light sources.
594 *
595 * The default value is true (1)
596 * Property type: bool
597 */
598#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
599 "IMPORT_FBX_READ_LIGHTS"
600
601// ---------------------------------------------------------------------------
602/** @brief Set whether the fbx importer will read animations.
603 *
604 * The default value is true (1)
605 * Property type: bool
606 */
607#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
608 "IMPORT_FBX_READ_ANIMATIONS"
609
610// ---------------------------------------------------------------------------
611/** @brief Set whether the fbx importer will read weights.
612 *
613 * The default value is true (1)
614 * Property type: bool
615 */
616#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
617 "IMPORT_FBX_READ_WEIGHTS"
618
619// ---------------------------------------------------------------------------
620/** @brief Set whether the fbx importer will act in strict mode in which only
621 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
622 * is the primary target for the importer, so this format is best
623 * supported and well-tested.
624 *
625 * The default value is false (0)
626 * Property type: bool
627 */
628#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
629 "IMPORT_FBX_STRICT_MODE"
630
631// ---------------------------------------------------------------------------
632/** @brief Set whether the fbx importer will preserve pivot points for
633 * transformations (as extra nodes). If set to false, pivots and offsets
634 * will be evaluated whenever possible.
635 *
636 * The default value is true (1)
637 * Property type: bool
638 */
639#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
640 "IMPORT_FBX_PRESERVE_PIVOTS"
641
642// ---------------------------------------------------------------------------
643/** @brief Specifies whether the importer will drop empty animation curves or
644 * animation curves which match the bind pose transformation over their
645 * entire defined range.
646 *
647 * The default value is true (1)
648 * Property type: bool
649 */
650#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
651 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
652
653// ---------------------------------------------------------------------------
654/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
655 *
656 * The default value is false (0)
657 * Property type: bool
658 */
659#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
660 "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
661
662// ---------------------------------------------------------------------------
663/** @brief Set wether the importer shall not remove empty bones.
664 *
665 * Empty bone are often used to define connections for other models.
666 */
667#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
668 "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
669
670// ---------------------------------------------------------------------------
671/** @brief Set wether the FBX importer shall convert the unit from cm to m.
672 */
673#define AI_CONFIG_FBX_CONVERT_TO_M \
674 "AI_CONFIG_FBX_CONVERT_TO_M"
675
676// ---------------------------------------------------------------------------
677/** @brief Will enable the skeleton struct to store bone data.
678 *
679 * This will decouple the bone coupling to the mesh. This feature is
680 * experimental.
681 */
682#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
683 "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
684
685// ---------------------------------------------------------------------------
686/** @brief Set the vertex animation keyframe to be imported
687 *
688 * ASSIMP does not support vertex keyframes (only bone animation is supported).
689 * The library reads only one frame of models with vertex animations.
690 * By default this is the first frame.
691 * \note The default value is 0. This option applies to all importers.
692 * However, it is also possible to override the global setting
693 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
694 * options (where XXX is a placeholder for the file format for which you
695 * want to override the global setting).
696 * Property type: integer.
697 */
698#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
699
700#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
701#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
702#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
703#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
704#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
705#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
706
707// ---------------------------------------------------------------------------
708/** @brief Set whether the MDL (HL1) importer will read animations.
709 *
710 * The default value is true (1)
711 * Property type: bool
712 */
713#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
714
715// ---------------------------------------------------------------------------
716/** @brief Set whether the MDL (HL1) importer will read animation events.
717 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
718 *
719 * The default value is true (1)
720 * Property type: bool
721 */
722#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
723
724// ---------------------------------------------------------------------------
725/** @brief Set whether you want to convert the HS1 coordinate system in a special way.
726 * The default value is true (S1)
727 * Property type: bool
728 */
729#define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS"
730// ---------------------------------------------------------------------------
731/** @brief Set whether the MDL (HL1) importer will read blend controllers.
732 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
733 *
734 * The default value is true (1)
735 * Property type: bool
736 */
737#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
738
739// ---------------------------------------------------------------------------
740/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
741 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
742 *
743 * The default value is true (1)
744 * Property type: bool
745 */
746#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
747
748// ---------------------------------------------------------------------------
749/** @brief Set whether the MDL (HL1) importer will read attachments info.
750 *
751 * The default value is true (1)
752 * Property type: bool
753 */
754#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
755
756// ---------------------------------------------------------------------------
757/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
758 *
759 * The default value is true (1)
760 * Property type: bool
761 */
762#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
763
764// ---------------------------------------------------------------------------
765/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
766 *
767 * The default value is true (1)
768 * Property type: bool
769 */
770#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
771
772// ---------------------------------------------------------------------------
773/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
774 *
775 * The default value is true (1)
776 * Property type: bool
777 */
778#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
779
780// ---------------------------------------------------------------------------
781/** Smd load multiple animations
782 *
783 * Property type: bool. Default value: true.
784 */
785#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
786
787// ---------------------------------------------------------------------------
788/** @brief Configures the AC loader to collect all surfaces which have the
789 * "Backface cull" flag set in separate meshes.
790 *
791 * Property type: bool. Default value: true.
792 */
793#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
794 "IMPORT_AC_SEPARATE_BFCULL"
795
796// ---------------------------------------------------------------------------
797/** @brief Configures whether the AC loader evaluates subdivision surfaces (
798 * indicated by the presence of the 'subdiv' attribute in the file). By
799 * default, Assimp performs the subdivision using the standard
800 * Catmull-Clark algorithm
801 *
802 * * Property type: bool. Default value: true.
803 */
804#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
805 "IMPORT_AC_EVAL_SUBDIVISION"
806
807// ---------------------------------------------------------------------------
808/** @brief Configures the UNREAL 3D loader to separate faces with different
809 * surface flags (e.g. two-sided vs. single-sided).
810 *
811 * * Property type: bool. Default value: true.
812 */
813#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
814 "UNREAL_HANDLE_FLAGS"
815
816// ---------------------------------------------------------------------------
817/** @brief Configures the terragen import plugin to compute uv's for
818 * terrains, if not given. Furthermore a default texture is assigned.
819 *
820 * UV coordinates for terrains are so simple to compute that you'll usually
821 * want to compute them on your own, if you need them. This option is intended
822 * for model viewers which want to offer an easy way to apply textures to
823 * terrains.
824 * * Property type: bool. Default value: false.
825 */
826#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
827 "IMPORT_TER_MAKE_UVS"
828
829// ---------------------------------------------------------------------------
830/** @brief Configures the ASE loader to always reconstruct normal vectors
831 * basing on the smoothing groups loaded from the file.
832 *
833 * Some ASE files have carry invalid normals, other don't.
834 * * Property type: bool. Default value: true.
835 */
836#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
837 "IMPORT_ASE_RECONSTRUCT_NORMALS"
838
839// ---------------------------------------------------------------------------
840/** @brief Configures the M3D loader to detect and process multi-part
841 * Quake player models.
842 *
843 * These models usually consist of 3 files, lower.md3, upper.md3 and
844 * head.md3. If this property is set to true, Assimp will try to load and
845 * combine all three files if one of them is loaded.
846 * Property type: bool. Default value: true.
847 */
848#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
849 "IMPORT_MD3_HANDLE_MULTIPART"
850
851// ---------------------------------------------------------------------------
852/** @brief Tells the MD3 loader which skin files to load.
853 *
854 * When loading MD3 files, Assimp checks whether a file
855 * [md3_file_name]_[skin_name].skin is existing. These files are used by
856 * Quake III to be able to assign different skins (e.g. red and blue team)
857 * to models. 'default', 'red', 'blue' are typical skin names.
858 * Property type: String. Default value: "default".
859 */
860#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
861 "IMPORT_MD3_SKIN_NAME"
862
863// ---------------------------------------------------------------------------
864/** @brief Specify if to try load Quake 3 shader files. This also controls
865 * original surface name handling: when disabled it will be used unchanged.
866 *
867 * Property type: bool. Default value: true.
868 */
869#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
870 "IMPORT_MD3_LOAD_SHADERS"
871
872// ---------------------------------------------------------------------------
873/** @brief Specify the Quake 3 shader file to be used for a particular
874 * MD3 file. This can also be a search path.
875 *
876 * By default Assimp's behaviour is as follows: If a MD3 file
877 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
878 * loaded, the library tries to locate the corresponding shader file in
879 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
880 * behaviour. It can either specify a full path to the shader to be loaded
881 * or alternatively the path (relative or absolute) to the directory where
882 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
883 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
884 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
885 * Property type: String. Default value: n/a.
886 */
887#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
888 "IMPORT_MD3_SHADER_SRC"
889
890// ---------------------------------------------------------------------------
891/** @brief Configures the LWO loader to load just one layer from the model.
892 *
893 * LWO files consist of layers and in some cases it could be useful to load
894 * only one of them. This property can be either a string - which specifies
895 * the name of the layer - or an integer - the index of the layer. If the
896 * property is not set the whole LWO model is loaded. Loading fails if the
897 * requested layer is not available. The layer index is zero-based and the
898 * layer name may not be empty.<br>
899 * Property type: Integer. Default value: all layers are loaded.
900 */
901#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
902 "IMPORT_LWO_ONE_LAYER_ONLY"
903
904// ---------------------------------------------------------------------------
905/** @brief Configures the MD5 loader to not load the MD5ANIM file for
906 * a MD5MESH file automatically.
907 *
908 * The default strategy is to look for a file with the same name but the
909 * MD5ANIM extension in the same directory. If it is found, it is loaded
910 * and combined with the MD5MESH file. This configuration option can be
911 * used to disable this behaviour.
912 *
913 * * Property type: bool. Default value: false.
914 */
915#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
916 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
917
918// ---------------------------------------------------------------------------
919/** @brief Defines the begin of the time range for which the LWS loader
920 * evaluates animations and computes aiNodeAnim's.
921 *
922 * Assimp provides full conversion of LightWave's envelope system, including
923 * pre and post conditions. The loader computes linearly subsampled animation
924 * chanels with the frame rate given in the LWS file. This property defines
925 * the start time. Note: animation channels are only generated if a node
926 * has at least one envelope with more tan one key assigned. This property.
927 * is given in frames, '0' is the first frame. By default, if this property
928 * is not set, the importer takes the animation start from the input LWS
929 * file ('FirstFrame' line)<br>
930 * Property type: Integer. Default value: taken from file.
931 *
932 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
933 */
934#define AI_CONFIG_IMPORT_LWS_ANIM_START \
935 "IMPORT_LWS_ANIM_START"
936#define AI_CONFIG_IMPORT_LWS_ANIM_END \
937 "IMPORT_LWS_ANIM_END"
938
939// ---------------------------------------------------------------------------
940/** @brief Defines the output frame rate of the IRR loader.
941 *
942 * IRR animations are difficult to convert for Assimp and there will
943 * always be a loss of quality. This setting defines how many keys per second
944 * are returned by the converter.<br>
945 * Property type: integer. Default value: 100
946 */
947#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
948 "IMPORT_IRR_ANIM_FPS"
949
950// ---------------------------------------------------------------------------
951/** @brief Ogre Importer will try to find referenced materials from this file.
952 *
953 * Ogre meshes reference with material names, this does not tell Assimp the file
954 * where it is located in. Assimp will try to find the source file in the following
955 * order: <material-name>.material, <mesh-filename-base>.material and
956 * lastly the material name defined by this config property.
957 * <br>
958 * Property type: String. Default value: Scene.material.
959 */
960#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
961 "IMPORT_OGRE_MATERIAL_FILE"
962
963// ---------------------------------------------------------------------------
964/** @brief Ogre Importer detect the texture usage from its filename.
965 *
966 * Ogre material texture units do not define texture type, the textures usage
967 * depends on the used shader or Ogre's fixed pipeline. If this config property
968 * is true Assimp will try to detect the type from the textures filename postfix:
969 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
970 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
971 * and _occlusion for light map, _disp and _displacement for displacement map.
972 * The matching is case insensitive. Post fix is taken between the last
973 * underscore and the last period.
974 * Default behavior is to detect type from lower cased texture unit name by
975 * matching against: normalmap, specularmap, lightmap and displacementmap.
976 * For both cases if no match is found aiTextureType_DIFFUSE is used.
977 * <br>
978 * Property type: Bool. Default value: false.
979 */
980#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
981 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
982
983/** @brief Specifies whether the Android JNI asset extraction is supported.
984 *
985 * Turn on this option if you want to manage assets in native
986 * Android application without having to keep the internal directory and asset
987 * manager pointer.
988 */
989#define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
990
991// ---------------------------------------------------------------------------
992/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
993 *
994 * IfcSpace elements (and their geometric representations) are used to
995 * represent, well, free space in a building storey.<br>
996 * Property type: Bool. Default value: true.
997 */
998#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
999
1000// ---------------------------------------------------------------------------
1001/** @brief Specifies whether the IFC loader will use its own, custom triangulation
1002 * algorithm to triangulate wall and floor meshes.
1003 *
1004 * If this property is set to false, walls will be either triangulated by
1005 * #aiProcess_Triangulate or will be passed through as huge polygons with
1006 * faked holes (i.e. holes that are connected with the outer boundary using
1007 * a dummy edge). It is highly recommended to set this property to true
1008 * if you want triangulated data because #aiProcess_Triangulate is known to
1009 * have problems with the kind of polygons that the IFC loader spits out for
1010 * complicated meshes.
1011 * Property type: Bool. Default value: true.
1012 */
1013#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
1014
1015// ---------------------------------------------------------------------------
1016/** @brief Set the tessellation conic angle for IFC smoothing curves.
1017 *
1018 * This is used by the IFC importer to determine the tessellation parameter
1019 * for smoothing curves.
1020 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
1021 * accepted values are in range [5.0, 120.0].
1022 * Property type: Float.
1023 */
1024#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
1025
1026// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
1027#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
1028#define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
1029#endif
1030
1031// ---------------------------------------------------------------------------
1032/** @brief Set the tessellation for IFC cylindrical shapes.
1033 *
1034 * This is used by the IFC importer to determine the tessellation parameter
1035 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
1036 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
1037 * accepted values are in range [3, 180].
1038 * Property type: Integer.
1039 */
1040#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
1041
1042// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
1043#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
1044#define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
1045#endif
1046
1047// ---------------------------------------------------------------------------
1048/** @brief Specifies whether the Collada loader will ignore the provided up direction.
1049 *
1050 * If this property is set to true, the up direction provided in the file header will
1051 * be ignored and the file will be loaded as is.
1052 * Property type: Bool. Default value: false.
1053 */
1054#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
1055
1056// ---------------------------------------------------------------------------
1057/** @brief Specifies whether the Collada loader will ignore the provided unit size.
1058 *
1059 * If this property is set to true, the unit size provided in the file header will
1060 * be ignored and the file will be loaded without scaling the assets.
1061 * Property type: Bool. Default value: false.
1062 */
1063#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"
1064
1065// ---------------------------------------------------------------------------
1066/** @brief Specifies whether the Collada loader should use Collada names.
1067 *
1068 * If this property is set to true, the Collada names will be used as the node and
1069 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
1070 * instead.
1071 * Property type: Bool. Default value: false.
1072 */
1073#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
1074
1075// ---------- All the Export defines ------------
1076
1077/** @brief Specifies the xfile use double for real values of float
1078 *
1079 * Property type: Bool. Default value: false.
1080 */
1081
1082#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
1083
1084/** @brief Specifies whether the assimp export shall be able to export point clouds
1085 *
1086 * When this flag is not defined the render data has to contain valid faces.
1087 * Point clouds are only a collection of vertices which have nor spatial organization
1088 * by a face and the validation process will remove them. Enabling this feature will
1089 * switch off the flag and enable the functionality to export pure point clouds.
1090 *
1091 * Property type: Bool. Default value: false.
1092 */
1093#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
1094
1095/** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
1096 *
1097 * When this flag is undefined any material with specularity will use the new KHR_materials_specular
1098 * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
1099 * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
1100 * including the basic pbrMetallicRoughness spec.
1101 *
1102 * Property type: Bool. Default value: false.
1103 */
1104#define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS"
1105
1106/** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
1107 *
1108 * When this flag is not defined, all bone weights and indices are limited to a
1109 * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
1110 * By enabling this flag, the number of bones per vertex is unlimited.
1111 * In both cases, indices and bone weights are sorted by weight in descending order.
1112 * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
1113 * Weights are not normalized.
1114 * Property type: Bool. Default value: false.
1115 */
1116#define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \
1117 "USE_UNLIMITED_BONES_PER VERTEX"
1118
1119/** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material.
1120 *
1121 * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
1122 * By enabling this flag, the value is 1.0 - opacity;
1123
1124 * Property type: Bool. Default value: false.
1125 */
1126#define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \
1127 "EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY"
1128
1129/**
1130 * @brief Specifies the blob name, assimp uses for exporting.
1131 *
1132 * Some formats require auxiliary files to be written, that need to be linked back into
1133 * the original file. For example, OBJ files export materials to a separate MTL file and
1134 * use the `mtllib` keyword to reference this file.
1135 *
1136 * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
1137 * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
1138 * MTL file might be called differently.
1139 *
1140 * This property can be used to give the exporter a hint on how to use the magic
1141 * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
1142 * for the blob, it instead uses this name.
1143 */
1144#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
1145
1146/**
1147 * @brief Specifies a global key factor for scale, float value
1148 */
1149#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
1150
1151#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
1152#define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
1153#endif // !! AI_DEBONE_THRESHOLD
1154
1155#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
1156
1157#if (!defined AI_CONFIG_APP_SCALE_KEY)
1158#define AI_CONFIG_APP_SCALE_KEY 1.0
1159#endif // AI_CONFIG_APP_SCALE_KEY
1160
1161// ---------- All the Build/Compile-time defines ------------
1162
1163/** @brief Specifies if double precision is supported inside assimp
1164 *
1165 * Property type: Bool. Default value: undefined.
1166 */
1167
1168/* #undef ASSIMP_DOUBLE_PRECISION */
1169
1170#endif // !! AI_CONFIG_H_INC
1171

source code of qt3d/src/3rdparty/assimp/config.h